/* bzflag
 * Copyright (c) 1993-2020 Tim Riker
 *
 * This package is free software;  you can redistribute it and/or
 * modify it under the terms of the license found in the file
 * named COPYING that should have accompanied this file.
 *
 * THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
 */
#ifndef _TEXTURE_MANAGER_H
#define _TEXTURE_MANAGER_H

#include <string>
#include <map>

#include "OpenGLTexture.h"
#include "Singleton.h"
#include "OSFile.h"


struct FileTextureInit
{
    std::string       name;
    OpenGLTexture::Filter filter;
};


typedef  struct
{
    int   id;
    int   x;
    int   y;
    bool  alpha;
    OpenGLTexture *texture;
    std::string   name;
} ImageInfo;

class TextureManager;

struct ProcTextureInit
{
    std::string       name;
    TextureManager    *manager;
    OpenGLTexture::Filter filter;
    int           (*proc)(ProcTextureInit &init);
};


class TextureManager : public Singleton<TextureManager>
{
public:
    int getTextureID( const char* name, bool reportFail = true );

    bool isLoaded(const std::string& name);
    bool removeTexture(const std::string& name);
    bool reloadTextures();
    bool reloadTextureImage(const std::string& name);

    void updateTextureFilters();
    void setTextureFilter(int texId, OpenGLTexture::Filter filter);
    OpenGLTexture::Filter getTextureFilter(int texId);

    bool bind ( int id );
    bool bind ( const char* name );

    const ImageInfo& getInfo ( int id );
    const ImageInfo& getInfo ( const char* name );

    OpenGLTexture::Filter getMaxFilter ( void );
    std::string getMaxFilterName ( void );
    void setMaxFilter ( OpenGLTexture::Filter filter );
    void setMaxFilter ( std::string filter );

    float GetAspectRatio ( int id );

    int newTexture (const char* name, int x, int y, unsigned char* data,
                    OpenGLTexture::Filter filter, bool repeat = true);
protected:
    friend class Singleton<TextureManager>;

private:
    TextureManager();
    TextureManager(const TextureManager &tm);
    TextureManager& operator=(const TextureManager &tm);
    ~TextureManager();

    int addTexture( const char*, OpenGLTexture *texture );
    OpenGLTexture* loadTexture( FileTextureInit &init, bool reportFail = true );

    int tryLoadTexture(OSFile osFilename, const char* name, bool reportFail);

    typedef std::map<std::string, ImageInfo> TextureNameMap;
    typedef std::map<int, ImageInfo*> TextureIDMap;

    int       lastImageID;
    int       lastBoundID;
    TextureIDMap   textureIDs;
    TextureNameMap textureNames;
};


#endif //_TEXTURE_MANAGER_H

// Local Variables: ***
// mode: C++ ***
// tab-width: 4 ***
// c-basic-offset: 4 ***
// indent-tabs-mode: nil ***
// End: ***
// ex: shiftwidth=4 tabstop=4
